Skip to content

Fix: Glowing Eyes on Low Quality Setting on Android [MTT-3688] #665

New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Merged
merged 1 commit into from
May 30, 2022

Conversation

jilfranco-unity
Copy link
Contributor

Description

The glowing eyes issue was introduced after bumping the URP version with the bump to 2021 LTS. It's a bug with how the Simple Lit shader that comes with the URP package handles lighting in the scene (I've raised the issue with the URP team on slack). Fix I ended up going with was to switch the eye and mouth materials for the characters and imps to use an unlit shader.

Before:
BrightEyes

Now:
IntendedEyes

This is a pretty small fix--should this be added to the change list?

Issue Number(s)

MTT-3688

Contribution checklist

  • Tests have been added for boss room and/or utilities pack
  • Release notes have been added to the project changelog file and/or package changelog file
  • Pull request has a meaningful description of its purpose
  • All commits are accompanied by meaningful commit messages
  • JIRA ticket ID is in the PR title or at least one commit message
  • Include the ticket ID number within the body message of the PR to create a hyperlink

@jilfranco-unity jilfranco-unity added 2-Easy This PR is trivial and can be reviewed quickly 1-Needs Review PR needs attention from the assignee and reviewers labels May 27, 2022
@SamuelBellomo
Copy link
Contributor

This is a pretty small fix--should this be added to the change list?

If it was in the last release, yes

@jilfranco-unity
Copy link
Contributor Author

This is a pretty small fix--should this be added to the change list?

If it was in the last release, yes

Gotcha, same thing here, it was introduced by bump to 2021, so not in the last release

@LPLafontaineB LPLafontaineB added 2-One More Review One review in, one to go and removed 1-Needs Review PR needs attention from the assignee and reviewers labels May 27, 2022
@fernando-cortez fernando-cortez added 3-Good to Merge and removed 2-One More Review One review in, one to go labels May 27, 2022
@jilfranco-unity jilfranco-unity merged commit 7f9addb into develop May 30, 2022
@jilfranco-unity jilfranco-unity deleted the fix/glowing-eyes-on-low-quality-android branch May 30, 2022 15:39
fernando-cortez added a commit that referenced this pull request Jun 23, 2022
* feat: test utilities script including Playmode test helpers (#484)

* feat: hosting and disconnect smoke test for IP flow (#487)

* feat: connection feedback + IP connection window [MTT-2315] [MTT-3234] (#613)

* joining with IP connection window

* simplified cancellation callbacks

* fetching references to IPUIMediator from DI

* connection attempts -> 10, displaying max time instead of attempts

* ip connection window api simplification

* adding popups to connect status message pattern

* generic start host/client messages

* countdown simplification

* First import of all the vandal imp artwork (#637)

* adding test constraint to test asmdef (#639)

* feat: other players loading progress in loading screen [MTT-2239] (#580)

* Adding way to track loading progress of other players
* Removing responsibility of tracking local loading progress from ClientLoadingScreen

Co-authored-by: Fernando Cortez <[email protected]>
Co-authored-by: Sam Bellomo <[email protected]>

* feat: auto reconnect [MTT-2617] (#611)

* Implementing auto-reconnect feature to reconnect to a game if losing connection unexpectedly

* Adding popup that needs to be manually closed for reconnect attempts

* Unload all additive scenes when client begins synchronizing

* chore: bump boss room to 2021 [MTT-3022] (#620)

* initial engine bump

* fix

* adding missing network object on main menu state prefab

* reserialize scenes

* missing changes

* auto generated changes

* initial pass at hooks

* Adding project id detection

* something didn't work, reverting file

* adding git lfs support

* cleanup

* MTT-3022
removing QoS until we have a version that works and compiles for iOS

* bumping to latest LTS

* Anything under ProjectSettings should be versioned.

* Now tracking new settings

* dunno why this was updated automatically, this isn't findable... reverting that change

* setting package-lock as non LFS

* revert adding VP and RNSM to package-lock

* removing file that should be in user settings according to this bug https://youtrack.jetbrains.com/issue/RIDER-76195
bumping Rider package to this new version in the ticket

* tmp commit for merge

* generated files as well

* update with right package lock

* material update

* tmp-do-not-push

* auto version bump in package-lock

* fix: folders and assemblies refactor MTT-2623, MTT-2615 (#628)


* wip refactor of the code folder and assembly structure

* further moves and assembly changes

* Adjustments to asmdefs

* moving scenebootstrapper to re-enable builds (#641)

* feat: adding RNSM (Runtime Network Stats Monitor) to boss room [MTT-3267] (#621)

* chore: formatting pass (#640)

* quick formatting pass over codebase

* manually adding 'non-indented brace after case' rule

* formatted 2 files with braces in cases

* chore: bump NGO to pre.9 (#643)

* Fixing 2021 new serialization and adding default namespace to editor settings (#642)

* adding default namespace to editor settings

* new serialization with materials

* missing mat changes

* chore: Yamato jobs to trigger format & UPM project pack (#489)

* formatting yamato job and dotnet format project

* trigger job added to pack and test projects

* reordered project versions so 2020.3 is tested first

* removing legacy blocker on ubuntu

* mobile build & run tests added & triggered by PRs

* adding reference to project metafile

* dependency file name fix

* reordering name

* android commands syntax fixed

* job name definition descriptor

* name for build file

* adding matching build jobs for running jobs

* reference to project metafile

* using project path as name

* updated build params

* burst compilation removed on android, ios utr url param

* disable burst .py file

* shifting order of operations

* test: using ngo params

* python script enabling/disabling burst fixed, cleanup

* specifying test filter

* adding testfilter to builds and runs

* android image change

* utr command param update for playerconnection

* utr version?

* project name addition

* adding editor path

* testing building with utr 0.12.0 as well

* formatting test

* joined mobile build and run to single yml file

* format

* test editors 2021 & trunk

* just 2021

* adding testfilter for only bossroom tests

* removing testfilter on packing

* fix to hanging tests

* code source added

* formatting files from RNSM PR

* chore: adding template instructions and updating how we update our changelogs (#649)

* Removing changelog from package and updating it with real changes for that particular package
Adding real changelog for the whole project at the root of the project
Updating the PR template with reminders to update tests and changelogs

* adding current changelog

* feat: change profile in-game [MTT-2809] (#636)

* Added a simple popup window to select a profile

* Created profiles are saved and can be loaded in ulterior runs

Co-authored-by: Sam Bellomo <[email protected]>

* chore: remove UNET [MTT-3435] (#638)

* removed references to unet in code, prefabs and architecture.md

* removing TransportPicker

* fix: not enough progress bars exception [MTT-3499] (#644)

* clearing out loading progress bars when other clients disconnect

* Adding internal class to remove the need to remove and re-add callbacks each time

* Adding basic player names to ClientLoadingScreen to simplify inheritance

* Refactor: Shader and Material Consolidation [MTT-2900] (#648)

* First go at re-organizing / cleaning house of all of our VFX materials and shaders, as well as cleaning up some references and making changes to prefabs to support these changes

* Another pass on the shader consolidation, more renames, as well as optimization of the bounds for the torch fire effect. also some reserialization of character toon materials

* Reserialization of these mats

* Renamed this to match my shadergraph naming convention

* Recommiting M_Lava to hopefully fix yamato test issue

* Fixed up a bunch of broken references--I think I should've saved the project before committing to make sure I had all the meta files and references the refactor needed. Also cleared some node behaviour change notices that were popping up in the console

* docs: update architecture.md for transport picker removal (#651)

* updated the Architecture.md file to reflect the removal of TransportPicker

* updated changelog

* fix: remove initial ugs popup [MTT-3563] (#650)

* renaming start buttons

* removing initial ugs popup

* Adding tooltip for UGS setup

* Made TooltipDelay into a serialized field instead of a constant

* set tooltip delay for UGS setup info to 0 and increased text size

* Extracted main menu UI canvas into prefab

Co-authored-by: Sam Bellomo <[email protected]>

* docs: update readmes for new flow [MTT-3573] (#652)

* Updated Readme to explicitly mention that boss room can function without UGS

* unregister profile manager callback when leaving main menu (#655)

* fix: loading progress bars mismatch (#654)

* making sure the right progress bars are deactivated and activated when starting a new loading screen

* feat: scene parenting: editor time child scene loader for composed scenes (#653)

adding this to the boss room main scene

* feat: Bumping relay version with qos (#657)

bumping relay version so we now have auto region selection (with the QoS package). This allows selecting the right relay region instead of the default us-central and should reduce latency for non-central folks. (#657)

* fix: auth signin error on startup [MTT-3581] (#658)

* Having LobbyJoiningUI subscribe to the UpdateRunner only when it is shown

* feat: bad network conditions warning [MTT-3242] (#632)

* Adding text warning to UI when UTP RTT is over a threshold

* Added coloring of stats text (becomes yellow after 130ms UTP RTT and red after 200ms)

* Using TMP for NetworkLatencyWarning and increasing font size

* extracted duplicated methods to NetworkOverlay

* increased width of Vetical Layout Group in Debug Overlay Canvas

Co-authored-by: Sam Bellomo <[email protected]>

* fix: reduced scene load timeout (#635)

* WIP CHANGELOG for 1.3.0, cleaned up a few things

* fix: bad network warning not deleted on despawn (#661)

* Modified the click detection collision for the char select portraits (#662)

* Fix: Broken Shader References [MTT-3681] (#663)

* Fixed up some shader reference errors in these materials

* Empty commit to trigger yamato tests

* wrong formatting for changelog

* Adding default formatting for list items

* Fixed Glowing Eyes on Characters on Low Android Settings (#665)

* Fixed Glitchy Boss Room Title in Post Game Scene on Mobile (#664)

* fix: no popup when incompatible build types [MTT-3689] (#667)

* feat: structure refactor (1): asmdefs and folder changes [MTT-2623] (#668)

* Moved files, created new asmdefs, decoupled systems via messaging

* switched all asmdefs to use GUIDs for better durability when refactoring

* simplified very long asmdef names

* code standards pass

* code standards #

* uniform Unity.BossRoom._ naming for asmdefs

* folder rearrangement and rename

* Update Assets/BossRoom/Scripts/ApplicationLifecycle/ApplicationController.cs

Co-authored-by: Sam Bellomo <[email protected]>

* feat: structure refactor (2) remove bossroom folder [MTT-2623] (#669)

* Moved files, created new asmdefs, decoupled systems via messaging

* switched all asmdefs to use GUIDs for better durability when refactoring

* simplified very long asmdef names

* code standards pass

* code standards #

* uniform Unity.BossRoom._ naming for asmdefs

* folder rearrangement and rename

* Update Assets/BossRoom/Scripts/ApplicationLifecycle/ApplicationController.cs

* bossroom folder removed

Co-authored-by: Sam Bellomo <[email protected]>

* removed redundant bossroom/scripts and fixed the paths to scenes in build settings (#673)

* feat: structure refactor (3) gameplay and infrastructure cleanup [MTT-2623] (#674)

* Infrastructure and Gameplay folder and assembly refactor

* added reference to utils asmdef from applicationcontroller.asmdef

* Docs: Readme Image Updates [Skip CI] (#680)

* Updated the images in the readme since they were pre URP port :)

* commit to skip tests, only a docs change

* format: RotationLerper format fix (#681)

* fix: profile management UX [MTT-3762] (#677)

* Adding information about changing profile for IP-based connections too

* clarified how to create a new profile if no profiles exist

Co-authored-by: Sam Bellomo <[email protected]>

* feat: NetworkRigidbody-based toss action [MTT-2333] (#671)

* feat: bumping to pre.10 (#678)

* bumping to pre.10
Fixing connection approval with new API
updating comments to better reflect current state

* adding changelog

* Fix for new API breaking change

* Removing useless ForceNetworkSerializeByMemcpy for FixedString32Bytes
Update changelog

* updating utilities package version as well

* changing syntax in Utilities package to be supported by C#8.0

* removing old UTP adapter reference from assembly definition

* Adding tools as a dependency in Utilities package

* reverting bump to 2021 in utilities package supported unity version

* Creating new asmdef for scripts using RNSM requiring Unity 2021

* adding eof character

* updated changelog

* updating changelogs for release

Co-authored-by: LPLafontaineB <[email protected]>

Co-authored-by: Jil Franco <[email protected]>
Co-authored-by: LPLafontaineB <[email protected]>
Co-authored-by: Sam Bellomo <[email protected]>
Co-authored-by: Philipp Deschain <[email protected]>
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
2-Easy This PR is trivial and can be reviewed quickly 3-Good to Merge
Projects
None yet
Development

Successfully merging this pull request may close these issues.

4 participants